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saucerMissiles.splice(saucerCtr,1);
tempSaucerMissile = null;
break saucerMissiles;
}
}
}
function firePlayerMissile(){
//ConsoleLog.log("fire playerMissile");
var newPlayerMissile = {};
newPlayerMissile.dx = 5*Math.cos(Math.PI*(player.rotation)/180);
newPlayerMissile.dy = 5*Math.sin(Math.PI*(player.rotation)/180);
newPlayerMissile.x = player.x+player.halfWidth;
newPlayerMissile.y = player.y+player.halfHeight;
newPlayerMissile.life = 60;
newPlayerMissile.lifeCtr = 0;
newPlayerMissile.width = 2;
newPlayerMissile.height = 2;
newPlayerMissile.hitHeight = 2;
newPlayerMissile.hitWidth = 2;
playerMissiles.push(newPlayerMissile);
}
function fireSaucerMissile(saucer) {
var newSaucerMissile = {};
newSaucerMissile.x = saucer.x+.5*saucer.width;
newSaucerMissile.y = saucer.y+.5*saucer.height;
newSaucerMissile.width = 2;
newSaucerMissile.height = 2;
newSaucerMissile.hitHeight = 2;
newSaucerMissile.hitWidth = 2;
newSaucerMissile.speed = saucer.missileSpeed;
//ConsoleLog.log("saucer fire");
//fire at player from small saucer
var diffx = player.x-saucer.x;
var diffy = player.y-saucer.y;
var radians = Math.atan2(diffy, diffx);
var degrees = 360 * radians / (2 * Math.PI);
newSaucerMissile.dx = saucer.missileSpeed*Math.cos(Math.PI*(degrees)/180);
newSaucerMissile.dy = saucer.missileSpeed*Math.sin(Math.PI*(degrees)/180);
newSaucerMissile.life = 160;
newSaucerMissile.lifeCtr = 0;
saucerMissiles.push(newSaucerMissile);
}
function playerDie() {
ConsoleLog.log("player die");
createExplode(player.x+player.halfWidth, player.y+player.halfWidth,50,4);
resetPlayer();
switchGameState(GAME_STATE_PLAYER_DIE);
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